/*
* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
*
* This software is provided 'as-is', without any express or implied
* warranty.  In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/

package Box2D.Collision.Shapes{



import Box2D.Common.Math.*;
import Box2D.Collision.Shapes.*;

import Box2D.Common.b2internal;
use namespace b2internal;


/**
 * This structure is will "decompose" to a series of 
 * two-vertex polygons.
 * This is useful for scenery, and complex shapes, but
 * as the objects have no interior they won't add the mass of a body.
 * @note Previously known as EdgeChain
 */
public class b2PolyLine extends b2Shape
{
	/** The vertices in local coordinates. */
	public var vertices:Vector.<b2Vec2> = new Vector.<b2Vec2>(); 
	
	/** Whether to create an extra edge between the first and last vertices. */
	public var isALoop: Boolean = false;
};

}